US8180117B2 - Individual identification data register for storing components and projection matrices - Google Patents
Individual identification data register for storing components and projection matrices Download PDFInfo
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- US8180117B2 US8180117B2 US12/116,656 US11665608A US8180117B2 US 8180117 B2 US8180117 B2 US 8180117B2 US 11665608 A US11665608 A US 11665608A US 8180117 B2 US8180117 B2 US 8180117B2
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- processing
- identification data
- individual identification
- component value
- determining
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/16—Human faces, e.g. facial parts, sketches or expressions
- G06V40/172—Classification, e.g. identification
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3206—Player sensing means, e.g. presence detection, biometrics
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3209—Input means, e.g. buttons, touch screen
Definitions
- the present invention relates to an individual identification data register.
- data showing a facial image of each individual person is previously registered as data unique to that person (individual identification data).
- a newly input image is compared with the registered image, to determine whether or not the person of the input image is any of the persons whose facial image has been previously stored (cf. JP-A 2006-236244).
- JP-A 2006-236244 The contents of JP-A 2006-236244 are incorporated herein by reference in their entirety.
- the foregoing conventional face recognition device solely serves to compare input data with registered individual identification data. Namely, the conventional face recognition device only determines whether or not the person of an input image and a previously registered person are the same person; the device does not register data on the new person when determining that those are not the same person.
- provision of a device capable of registering new individual identification data simultaneously with performing recognition makes it possible to produce a new value, e.g. in providing a membership-system introduced service, not only identification of a member or a non-member but registration of a non-member, and the like, are conducted.
- the present invention was made in view of the foregoing problem, and has an object to provide an individual identification data register capable of registering individual identification data simultaneously with performing face recognition, thus having a new utility value in face recognition.
- the present invention provides an individual identification data register as follows.
- An individual identification data register comprising: a camera for capturing an image of the face of a person; a storage device; and an arithmetic processing device,
- the storage device stores projection matrix data showing a projection matrix generated from a plurality of image data obtained by capturing images of the faces of a plurality of persons, and individual identification data showing a component value that indicates a facial feature of a person registered, and
- the arithmetic processing unit executes the processing of
- a component value showing facial features of a person is calculated based on image data showing the face of the person obtained by the camera and on projection matrix data showing a projection matrix.
- the projection matrix is generated from image data showing faces of a plurality of persons, and previously stored in the storage device.
- component value data showing the calculated component value is stored into the storage device, as individual identification data on a new person.
- some processing e.g. unlocking
- any special processing is not performed when it is determined that the person being captured by the camera is not the previously registered person.
- the invention of (1) particularly produces an enormous effect by being applied to an instance as follows: when it is determined whether or not the person being captured by the camera is one of the previously registered persons, new registration of individual identification data on the person is desired to be conducted in the case where it is determined that the person is not any of the previously registered persons.
- Examples of such an instance may include gaming facilities.
- the present invention provides the following individual identification data register.
- the component value showing facial features of the person is calculated based on image data showing the face of the person obtained by the camera and projection matrix data showing a projection matrix.
- the projection matrix is generated from image data showing faces of a plurality of persons, and previously stored in the storage device.
- the calculated component value is compared with each of the individual identification data stored in the storage device so as to calculate respective errors, and a minimum value among the respective errors is determined. It is then determined whether or not the determined minimum value is equal to or more than the predetermined threshold value.
- component value data showing the calculated component value is stored as individual identification data on a new person into the storage device.
- some processing e.g. unlocking
- special processing is not performed when it is determined that the person being captured by the camera is not any of the previously registered persons.
- the present invention provides the following individual identification data register.
- the processing (A) is the processing of
- a plurality of component values are calculated based on a plurality of image data.
- the present invention provides the following individual identification data register.
- the arithmetic processing device further executes the processing of
- an individual-identification projection matrix is generated based on the image data showing the face of the person obtained by the camera. Then, individual-identification projection matrix data showing the individual-identification projection matrix is registered along with the component value data, as individual identification data.
- the individual-identification projection matrix shows facial features of a person as does the component value, but is different from the component value. Therefore, the registered individual identification data precisely shows the facial features of the person since the registered individual identification data includes two types of information, which are the component value and the individual-identification projection matrix.
- the present invention provides the following individual identification data register.
- (C-2) storing component value data showing a component value calculated lastly out of the component values calculated in the processing (A) into the storage device, as new individual identification data, in place of individual identification data stored lastly out of the individual identification data stored in the storage device, when determining in the processing (B) that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the component value calculated in the processing (A) is not stored in the storage device in the state in which it is not determined that the persons being captured by the camera are not the same person after the processing (C-1).
- component value data showing a component value calculated lastly out of the calculated component values is stored as individual identification data into the storage device, when it is first determined that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the calculated component value is not stored in the storage device, after it has been determined that the persons being captured by the camera are not the same person, namely after capturing of some person has been started.
- component value data showing a component value calculated lastly out of the calculated component values is stored as new individual identification data into the storage device, in place of individual identification data stored lastly out of the individual identification data stored in the storage device, when it is determined that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the calculated component value is not stored in the storage device in the state in which it is not determined that the persons being captured by the camera are not the same person after individual identification data on some person has been registered.
- the present invention provides the following individual identification data register.
- (C-2) storing component value data showing a component value calculated lastly out of the component values calculated in the processing (A) and individual-identification projection matrix data showing an individual-identification projection matrix generated lastly out of the individual-identification projection matrices generated in the processing (E) into the storage device, as new individual identification data, in place of individual identification data stored lastly out of the individual identification data stored in the storage device, when determining in the processing (B) that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the component value calculated in the processing (A) is not stored in the storage device in the state in which it is not determined that the persons being captured by the camera are not the same person after the processing (C-1).
- component value data showing a component value calculated lastly out of the calculated component values and individual-identification projection matrix data showing an individual-identification projection matrix generated lastly out of the generated individual-identification projection matrices are stored as individual identification data into the storage device, when it is first determined that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the calculated component value is not stored in the storage device after it has been determined that the persons being captured by the camera are not the same person.
- component value data showing a component value calculated lastly out of the calculated component values and individual-identification projection matrix data showing an individual-identification projection matrix generated lastly out of the generated individual-identification projection matrices are stored as new individual identification data into the storage device, in place of individual identification data stored lastly out of the individual identification data stored in the storage device, when it is determined that individual identification data showing a component value generating an error smaller than the predetermined threshold value when compared with the calculated component value is not stored in the storage device in the state in which it is not determined that the persons being captured by the camera are not the same person after individual identification data on some person has been registered.
- the present invention provides the following individual identification data register.
- the arithmetic processing device further executes processing of
- the processing (E) includes the processing of
- present invention provides the following individual identification data register.
- the arithmetic processing device further executes the processing of
- the processing (E) includes the processing of
- a weight applied to a seat for a person captured by the camera to sit is measured, and based on the measured weight, it is determined whether or not persons being captured by the camera from the time point when individual identification data on some person has been once registered to the current time point are the same person.
- the weight applied to the seat remains unchanged, or in some other case, both possibilities that the person has left the seat and that another person has sit in the seat are low. Therefore, in such a case, it can be determined that the person being captured remains unchanged, so as to perform the above processing relating to overwrite-saving.
- the present invention provides the following individual identification data register.
- the individual identification data register is adjunctively installed in a gaming machine
- the processing (E) includes the processing of
- the individual identification data register is adjunctively installed in a gaming machine. It is determined that persons being captured by the camera from the time point when a specific game has been started to the current time point are the same person, when the special game being a game relatively advantageous for a player is executed as a game to be executed in the gaming machine. During execution of the special game, the possibility that the person leaves the place is low. Therefore, in such a case, it can be determined that the person being captured remains unchanged, so as to perform the above processing relating to overwrite-saving.
- the individual identification data register is provided which is capable of registering individual identification data simultaneously with performing recognition, thus having a new utility value in face recognition.
- FIG. 1 is a perspective view schematically showing an individual identification data register and a pachislo gaming machine according to one embodiment of the present invention.
- FIG. 2 is a block diagram showing an internal configuration of the individual identification data register shown in FIG. 1 .
- FIG. 3 is a block diagram showing an internal configuration of the pachislo gaming machine shown in FIG. 1 .
- FIG. 4 is a block diagram showing an internal configuration of the sub control circuit shown in FIG. 3 .
- FIG. 5 is a flowchart showing main processing conducted in the individual identification data register.
- FIG. 6 is a flowchart showing a subroutine of minimum error determination processing.
- FIG. 7 is a flowchart showing a subroutine of individual identification data registration processing.
- FIG. 8 is a flowchart showing a subroutine of face detection processing.
- FIG. 9 is a flowchart showing a subroutine of weight change detection processing.
- FIG. 10A is a flowchart showing a subroutine of bonus game start setting processing
- FIG. 10B is a flowchart showing a subroutine of bonus game end setting processing.
- FIG. 11A is a flowchart showing a main routine of game execution processing conducted in a main control circuit of the pachislo gaming machine.
- FIG. 11B is a flowchart showing the main routine of the game execution processing conducted in the main control circuit of the pachislo gaming machine.
- FIG. 11C is a flowchart showing the main routine of the game execution processing conducted in the main control circuit of the pachislo gaming machine.
- FIG. 12A is a flowchart showing a subroutine of command receiving processing conducted in the sub control circuit of the pachislo gaming machine.
- FIG. 12B is a flowchart showing the subroutine of the command receiving processing conducted in the sub control circuit of the pachislo gaming machine.
- FIG. 1 is a perspective view schematically showing individual identification data register and a pachislo gaming machine according to one embodiment of the present invention.
- an individual identification data register 10 is installed on the top of a pachislo gaming machine 100 .
- the individual identification data register 10 includes a CCD camera 21 .
- the CCD camera 21 serves to capture images of the face of a player playing a game on the pachislo gaming machine 100 .
- the CCD camera 21 corresponds to the camera in the present invention.
- the pachislo gaming machine 100 corresponds to the gaming machine of the present invention.
- the gaming machine of the present invention is not restricted to this example, and examples thereof may include a pachinko gaming machine and a slot machine.
- the pachislo gaming machine 100 is a gaming machine capable of conducting a game using game media such as a card storing information on a game value that has been offered or will be offered, in addition to coins, medals, tokens, or the like; however, hereinafter, a case of using medals will be described.
- a liquid crystal display 105 is installed on the front surface of the cabinet 102 forming the whole of the pachislo gaming machine 100 .
- This liquid crystal display 105 has a transparent liquid crystal panel 134 (not shown).
- This transparent liquid crystal panel 134 is capable of switching part or the whole thereof to a transparent/non-transparent state, and also capable of displaying a two-dimensional image, a stereoscopic image, and the like.
- three rotation reels 103 L, 103 C and 103 R are provided on the rear surface side of the liquid crystal display 105 .
- the three rotation reels 103 L, 103 C and 103 R respectively display identification information such as a plurality of symbols on the peripheral surfaces thereof, and are rotatably provided in a horizontal row.
- a base portion 110 having a horizontal surface is formed below the liquid crystal display 105 .
- a medal insertion slot 122 is provided on the right side of the base portion 110 .
- a 1-BET switch 111 and a maximum BET switch 113 are provided on the left side of the base portion 110 .
- an accumulated medal settling switch 114 that switches credit/payout of medals, which have been acquired by the player in a game, by a pushing operation.
- a start lever 106 for rotating the rotation reels 103 L, 103 C and 103 R by an operation of the player is installed to be rotatable in a predetermined angle range on the right side of the accumulated medal settling switch 114 .
- Three stop buttons 107 L, 107 C and 107 R for stopping the rotation of the respective three rotation reels 103 L, 103 C and 103 R are provided at the center of the front surface portion of the base portion 110 .
- a determination button 126 and a cancel button 127 are provided on the right side of the front surface portion of the base portion 110 .
- the determination button 126 and the cancel button 127 By operation of the determination button 126 and the cancel button 127 , switching of the display screen of the liquid crystal display 105 , input of a command, and the like, can be performed.
- a door opening-closing/shoot-stop canceling device 129 is further provided on the right side of the front surface portion of the base portion 110 . Using a predetermined key, this door opening-closing/shoot-stop canceling device 129 is rotated to the right to open/close the front door, and rotated to the left to cancel stopping of shooting.
- Speakers 121 L and 121 R are provided on the respective right and left of the upper portion of the cabinet 102 , and a payout table panel 123 showing winning symbol-combinations and the numbers of payouts of medals is provided between the two speakers 121 L and 121 R.
- FIG. 2 is a block diagram showing an internal configuration of the individual identification data register according to one embodiment of the present invention.
- the individual identification data register 10 includes a CPU 31 , a ROM 32 and a RAM 33 .
- the ROM 32 is a nonvolatile memory, and stores a program to be executed by the CPU 31 , data to be used by the CPU 31 in conducting processing, and the like.
- the RAM 33 is a volatile memory, and temporarily stores data corresponding to the processing results by the CPU 31 or the like. Particularly in the present embodiment, the RAM 33 stores individual identification data.
- the individual identification data is data showing features of a facial image of each individual person, and data unique to the person. The individual identification data is described in detail later.
- the CPU 31 is connected with the CCD camera 21 and an image processor 34 .
- the image processor 34 has an image identification LSI 34 a , an SDRAM 34 b and an EEPROM 34 c .
- the image identification LSI 34 a includes: a module having a coprocessor that can process a plurality of data in parallel for a single command; a DRAM; and a DMA controller.
- the SDRAM 34 b temporarily stores image data output from the CCD camera 21 .
- the EEPROM 34 c stores projection matrix data.
- the projection matrix data is data showing a projection matrix
- the projection matrix is a matrix for use in an eigenface method which is famous in the field of face recognition.
- the eigenface method is a method in which images (facial images) showing a plurality of persons collected as samples are regarded as vectors whose component are luminance values of pixels (vectors whose components are luminance values of pixels are hereinafter also referred to as “luminance value vectors”), and principal component analysis and independent component analysis are performed, to obtain a partial space showing the facial features of a person.
- This partial space is obtained based on facial images of a variety of persons, and describes the facial features of a person.
- the projection matrix is a matrix for projecting the luminance value vector to the partial space.
- the eigenface method is a conventionally known technique, and is described, for example, in “Principal Component Analysis in Pattern Recognition—From the Viewpoint of Facial Image Recognition—” in Statistical Mathematics Vol. 49 (2001) No. 1, p23-42, and the like. Hence the descriptions of the eigenface method are omitted here.
- the RAM 33 and the EEPROM 34 c configure the storage device in the present invention.
- the projection matrix data and the individual identification data may be stored in the respective different RAM or ROM as in the present embodiment, or may be stored in a storage region separately provided in a single RAM or ROM.
- the image processor 34 performs preprocessing on image data input by the CCD camera 21 (cf. step S 13 in FIG. 5 ). Further, the image processor 34 performs processing relating to calculation of a component value.
- the component value is a vector obtained by projecting the luminance value vector showing input image data to the partial space, by means of the projection matrix. Namely, the component value shows facial features of an individual.
- the CPU 31 is further connected with a communication I/F 50 .
- the communication I/F 50 is connected with the pachislo gaming machine 100 and a seat sensor 101 .
- the seat sensor 101 is included in a seat for a player to sit.
- the seat sensor 101 is configured so as to detect a change in weight applied to the seat when the change occurs, and to transmit a weight change detection signal through the communication I/F 50 .
- FIG. 3 is a block diagram showing an internal configuration of the pachislo gaming machine shown in FIG. 1 .
- a main control circuit 181 is mainly configured by a microcomputer 140 arranged on a circuit board.
- the microcomputer 140 includes a main CPU 141 for gaming machine control which performs a control operation according to a previously set program, a ROM 142 and a RAM 143 .
- the main CPU 141 for gaming machine control is connected with a clock pulse generation circuit 244 that sets a reference clock pulse and a frequency divider 245 , and a random number generator 246 that generates a random number to be sampled and a sampling circuit 247 .
- a way for random number sampling it may be configured that the random number sampling is executed on an operation program of the main CPU 141 for gaming machine control.
- control commands to be transmitted to a sub control circuit 182 are stored in the ROM 142 .
- commands for example, a command regarding display-control to the liquid crystal display 105 and some other commands are stored.
- Examples of the command regarding display-control to the liquid crystal display 105 may include an effect start command and an end effect command.
- the effect start command is a command for displaying an effect image to the liquid crystal display 105 at the start of rotation of the three rotation reels 103 .
- the end effect command is a command for displaying an effect image to the liquid crystal display 105 at the stop of all of the three rotation reels 103 .
- a command regarding setting or cancel of RB, BB is also stored in the ROM 142 , and by this command, setting or cancel of the RB or BB is notified to the sub control circuit 182 . It should be noted that in place of the command regarding setting or cancel of the RB and BB, data showing that the RB or BB is in execution may be included in a variety of commands regarding display-control to the liquid crystal display 105 .
- the variety of commands as described above are invoked from the ROM 142 by the main CPU 141 for gaming machine control when a predetermined condition is established, to be set in the RAM 143 .
- the command set in the RAM 143 is then supplied to the sub control circuit 182 at a predetermined timing.
- the sub control circuit 182 executes a variety of processing based on the supplied command.
- a symbol table is stored in the ROM 142 so that rotational positions of the rotation reels 103 L, 103 C and 103 R are associated with the symbols drawn on the peripheral surfaces of the rotation reels.
- the ROM 142 stores: a winning symbol-combination table in which winning combinations of symbols, the numbers of medal-payouts for winnings, and winning determination codes representing the winnings are corresponded to one another; a lottery probability table needed for performing a lottery to determine an internal winning combination; and the like.
- the RAM 143 stores, for example, a variable, a flag and the like according to the game progress, such as the number of credits corresponding to the number of medals.
- Examples of main peripheral devices may include: a variety of lamps (1-BET lamp 109 a, 2-BET lamp 109 b , maximum BET lamp 109 c , WIN lamp 117 , game medal insertion lamp 124 , game start display lamp 125 ); a variety of display portions (number-of-payouts display portion 118 , number-of-accumulated-medals display portion 119 , number-of-actuated combinations display portion 120 ); a hopper (including a driving portion for payout) 150 that houses medals and pays out medals in predetermined number according to a command from a hopper driving circuit 151 ; and stepping motors 159 L, 159 C and 159 R which rotationally drive the rotation reels 103 L, 103 C and 103 R.
- an output portion of the main CPU 141 for gaming machine control is connected through an I/O port 148 with a motor drive circuit 149 that drive-controls the stepping motors 159 L, 159 C and 159 R, a hopper drive circuit 151 that drive-controls the hopper 150 , a lamp driving circuit 155 that drive-controls the lamp driving circuit 155 , and a display portion driving circuit 158 that drive-controls a variety of display portions.
- a control signal such as a driving command output from the main CPU 141 for gaming machine control
- each of those drive circuits controls an operation of each actuator.
- main input-signal generators that generate an input signal necessary for the microcomputer 140 to generate a control command
- main input-signal generators there are the start switch 106 S, the 1-BET switch 111 , the maximum BET switch 113 , the accumulated medal settling switch 114 , an inserted medal sensor 122 S, a reset switch 162 , a key-shaped setting switch 163 , a reel stop signal circuit 156 , a reel position detection circuit 160 , and a payout completion signal circuit 161 .
- These are also connected to the main CPU 141 for gaming machine control through the I/O port 148 .
- the start switch 106 S detects an operation of the start lever 106 .
- the inserted medal sensor 122 S detects a medal inserted into the medal insertion slot 122 .
- the reel stop signal circuit 156 generates a stop signal according to an operation of each of the stop buttons 107 L, 107 C and 107 R. By these operations, the determination button 126 and the cancel button 127 can make switching of the display screen of the liquid crystal display 105 , input of a command, and the like.
- the reel position detection circuit 160 Upon receipt of a pulse signal from a reel rotation sensor, the reel position detection circuit 160 transmits signals for detecting the positions of the rotation reels 103 L, 103 C and 103 R to the main CPU 141 for gaming machine control.
- the payout completion signal circuit 161 When a counted value (the number of medals paid out from the hopper 150 ) of the medal detection portion 150 S has reached a specified number of medals, the payout completion signal circuit 161 generates a medal payout completion signal. Upon receipt of this medal payout completion signal, the main CPU 141 for gaming machine control stops driving of the hopper 150 through the hopper drive circuit 151 , to complete payout of medals.
- This medal detection portion 150 S has a medal sensor including a physical sensor for detecting medals paid out from the hopper 150 , or the like, and using this medal sensor, the number of payouts of medals can be counted.
- the random number generator 246 generates random numbers belonging to a certain numeric value range, and the sampling circuit 247 samples one random number at an appropriate timing after operation of the start lever 106 . Based on the random number sampled in this manner and the lottery probability table stored in the ROM 142 , an internal winning combination is determined. After the internal winning combination has been determined, a random number is sampled again to select a “stop control table”.
- the number of drive pulses supplied respectively to the stepping motors 159 L, 159 C and 159 R are counted, and the counted values are written in a predetermined area of the RAM 143 .
- Reset pulses are obtained from the rotation reels 103 L, 103 C and 103 R in each rotation, and these pulses are input into the main CPU 141 for gaming machine control through the reel position detection circuit 160 .
- the reset pulses as just described clear the counted value of the drive pulse counted in the RAM 143 to make it “0”. Thereby, the counted values corresponding to the rotational positions of the respective reels 103 L, 103 C and 103 R within the range of one rotation are stored into the RAM 143 .
- the symbol table is stored in the ROM 142 .
- code numbers sequentially offered at each certain rotational pitch of the rotation reels 103 L, 103 C and 103 R, with the rotational position at which the foregoing reset pulse is generated as a reference, are respectively associated with symbol codes showing symbols provided for the respective code numbers.
- the winning symbol-combination table is stored in the ROM 142 .
- winning symbol-combination table winning combinations of symbols, the numbers of medal-payouts for winnings, and winning determination codes representing the winnings are associated with each other.
- the above winning symbol-combination table is referenced when the left reel 103 L, the central reel 103 C and the right reel 103 R are stop-controlled and when winning is checked after stopping of all of the reels.
- the main CPU 141 for gaming machine control transmits a signal for stop-controlling the rotation reels 103 L, 103 C and 103 R, based on operation signals transmitted from the reel stop signal circuit 156 at the timing of the player operating the stop buttons 107 L, 107 C and 107 R and on the selected “stop control table”.
- the main CPU 141 for gaming machine control supplies a payout command signal to the hopper drive circuit 151 so as to pay out medals in a predetermined number from the hopper 150 , when “Payout” is selected by switching of the accumulated medal settling switch 114 in the case that a stop mode showing establishment of the internally won combination is displayed.
- the medal detection portion 150 S counts the number of medals paid out from the hopper 150 , and when the counted value reaches a specified number, a medal payout completion signal is input into the main CPU 141 for gaming machine control.
- the main CPU 141 for gaming machine control stops the drive of the hopper 150 through the hopper drive circuit 151 , to end the “medal payout processing”.
- the main control circuit 181 having the main CPU 141 for gaming machine control therein is connected with the sub control circuit 182 .
- the sub control circuit 182 performs display-control of the liquid crystal display 105 and output-control of a sound from the speakers 121 L and 121 R, based on a control command from the main control circuit 181 .
- FIG. 4 is a block diagram showing a configuration of the sub control circuit shown in FIG. 3 .
- the configuration is not restricted to this, and it may be configured such that a signal can be transmitted from the sub control circuit 182 to the main control circuit 181 .
- the sub control circuit 182 has a sub CPU 306 for gaming machine control, a program ROM 308 and a work RAM 310 . Further, the sub control circuit 182 is connected with the determination button 126 and the cancel button 127 through an interface circuit 340 .
- the sub control circuit 182 has a display-control circuit 350 that performs display-control in the liquid crystal display 105 , and a sound control circuit 330 that performs control regarding sound generated from the speakers 121 .
- the sub CPU 306 for gaming machine control has the function of executing a variety of processing according to programs stored in the program ROM 308 , and controls the sub control circuit 182 according to a variety of commands supplied from the main CPU 141 for gaming machine control. Particularly, the sub CPU 306 for gaming machine control performs display-control of the display-control circuit 350 .
- program ROM 308 there is stored a program for the sub CPU 306 for gaming machine control to control game effects in the liquid crystal display 105 , and in addition, a variety of tables such as a table for making a determination regarding the effects are stored.
- the program ROM 308 there are stored a plurality of types of effect patterns corresponding to screen images displayed to the liquid crystal display 105 , and a plurality of types of end effect patterns corresponding to screen images displayed to the liquid crystal display 105 at the stop of all of the reels 103 .
- the program ROM 308 is used as a storage medium for storing programs, tables, and the like.
- the storage medium may be in a different mode so long as being readable by a computer having a CPU and the like, and may be recorded, for example, in a hard disc device or a storage medium such as a CD-ROM, a DVD-ROM or a ROM cartridge.
- those stored in the program ROM 308 may be stored in the ROM 142 .
- these programs may not be previously recorded, and may be downloaded after turning-on of power, and recorded in the work RAM 310 or the like.
- each of the programs may be recorded in a different storage medium.
- the main control circuit 181 including the main CPU 141 for gaming machine control and the ROM 142 therein and the sub control circuit 182 including the sub CPU 306 for gaming machine control and the program ROM 308 therein are separately configured.
- the configuration is not restricted thereto. Only the main control circuit 181 including the main CPU 141 for gaming machine control and the ROM 142 therein may constitute the circuit; in this case, it may be configured such that programs stored in the foregoing program ROM 308 are stored into the ROM 142 and executed by the main CPU 141 for gaming machine control.
- sub control circuit 182 including the sub CPU 306 for gaming machine control and the program ROM 308 therein may constitute the circuit; in this case, it may be configured such that programs stored in the foregoing ROM 142 are stored into the program ROM 308 and executed by the sub CPU 306 for gaming machine control.
- the work RAM 310 has the function of storing a variety of flags and variable values, as a temporary storage region of the sub CPU 306 for gaming machine control. It is to be noted that, although the work RAM 310 is used as the temporary storage region of the sub CPU 306 for gaming machine control in the present embodiment, the temporary storage region is not restricted thereto and may be any storage medium so long as being readable and writable.
- the sound control circuit 330 is configured by a sound source IC 332 that performs control regarding sound, a sound data ROM 334 that stores a variety of sound data, an amplifier 336 (hereinafter referred to as “AMP”) for amplifying a sound signal.
- a sound source IC 332 that performs control regarding sound
- a sound data ROM 334 that stores a variety of sound data
- an amplifier 336 (hereinafter referred to as “AMP”) for amplifying a sound signal.
- the sound source IC 332 is connected with the sub CPU 306 for gaming machine control, the sound data ROM 334 and the AMP 336 . This sound source IC 332 controls sound that is generated from the speakers 121 .
- the sub CPU 306 for gaming machine control selects one sound data from a plurality of sound data stored in the sound data ROM 334 , based on a command supplied from the main CPU 141 for gaming machine control. Thereafter, the sub CPU 306 for gaming machine control reads the selected sound data from the sound data ROM 334 , and supplies the sound data to the sound source IC 332 .
- the sound source IC 332 having received the sound data converts the sound data into a predetermined sound signal, and supplies the sound signal to the AMP 336 .
- the AMP 336 amplifies the sound signal and generates sound from the speakers 121 ( 121 L and 121 R).
- the display-control circuit 350 generates a screen image according to a game result determined by the main CPU 141 for gaming machine control or a command input from the respective buttons 126 , 127 , and controls display of the screen image to the liquid crystal display 105 .
- the display-control circuit 350 is configured by a video data processor (hereinafter referred to as “VDP”) 312 , an image data ROM 316 that stores a variety of image data, and a D/A converter 318 that converts image data into an image signal.
- VDP video data processor
- the VDP 312 is connected with the sub CPU 306 for gaming machine control, the image data ROM 316 in which image data is stored, and the D/A converter 318 that converts image data into an image signal.
- This VDP 312 includes a variety of circuits such as so-called a sprite circuit, a screen circuit and a pallet circuit, and is capable of performing a variety of processing for displaying a screen image to the liquid crystal display 105 . Namely, the VDP 312 performs display-control on the liquid crystal display 105 . Further, the VDP 312 is provided with a storage medium (e.g. video RAM) as a buffer for displaying a screen image to the transparent liquid crystal panel 134 of the liquid crystal display 105 . By storing image data in a predetermined storage region of this storage medium, a screen image is displayed to the transparent liquid crystal panel 134 of the liquid crystal display 105 at a predetermined timing.
- a storage medium e.g. video RAM
- the image data ROM 316 stores, for example, a background image, a character image representing a character, and the like.
- the VDP 312 extracts an effect image from the image data ROM 316 according to an image display command from the sub CPU 306 for gaming machine control.
- the processing shown in FIG. 5 to FIG. 10B is executed by cooperation of the CPU 31 and the image processor 34 .
- the CPU 31 and the image processor 34 correspond to the arithmetic processing device in the present invention.
- processing below out of processing shown in FIG. 5 to FIG. 7 correspond to processing below out of the processing in the present invention.
- FIG. 5 is a flowchart showing main processing performed in the individual identification data register.
- the CPU 31 receives a medal detection signal from the main CPU 141 for gaming machine control of the pachislo gaming machine 100 (step S 10 ).
- the medal detection signal is a signal transmitted by the main CPU 141 for gaming machine control when it is determined that a medal has been inserted (cf. step S 300 and step S 301 in FIG. 11A ), and is transmitted to the CPU 31 through the communication I/F 50 .
- the CPU 31 transmits a capture start signal to the CCD camera 21 (step S 11 ).
- the capture start signal is a signal indicating start of capturing images.
- the CCD camera 21 performs capturing of images at predetermined time intervals.
- the CPU 31 receives image data obtained by capturing images from the CCD camera 21 (step S 12 ).
- the CPU 31 makes the image processor 34 perform preprocessing (step S 13 ). Specifically, the image processor 34 performs the following processing.
- the image processor 34 reduces a resolution of received image data to 64 ⁇ 64 or lower, to perform histogram stretching and smoothing.
- the image processor 34 makes the luminance value equal to that of an average face in each one-eighth block in the image data after (i).
- the image processor 34 obtains a parameter of secondary affine transformation so as to maximize the correlation with the average face in the image data after (ii).
- the image processor 34 performs secondary affine transformation on the image data by using the parameter obtained in (iii), to cut out a 16 ⁇ 16 region.
- the image processor 34 performs edge emphasis on the region cut out in (iv) by using a Laplacian filter and a Gaussian filter.
- the image processor 34 performs histogram stretching and smoothing on the luminance value lopsided in (v).
- the image processor 34 normalizes the luminance value in the region cut out in (iv) such that dispersion thereof is 1 and the average thereof is 0.
- the projection matrix in the present embodiment is calculated by performing the processing (i) to (vii) on data on facial images of a plurality of persons collected as samples, and thereafter executing principal component analysis.
- processing (i) to (vii) are performed as the preprocessing in the present embodiment, the preprocessing is not restricted to this example, and conventionally known processing can be adopted appropriately.
- the CPU 31 determines whether or not the number of the image data received in step S 12 and subjected to the preprocessing in step S 13 has reached a predetermined number (e.g. 5) (step S 14 ). When determining that the number of the image data has not reached the predetermined number, the CPU 31 shifts the processing to step S 12 . On the other hand, when determining that the number of the image data has reached the predetermined number, the CPU 31 shifts the processing to step S 15 .
- a predetermined number e.g. 5
- step S 15 the CPU 31 performs minimum error determination processing.
- the minimum error determination processing is described using FIG. 6 .
- FIG. 6 is a flowchart showing a subroutine of the minimum error determination processing.
- the CPU 31 makes the image processor 34 perform component value calculation processing (step S 30 ).
- the component value is a vector obtained by projecting the luminance value vector showing input image data to the partial space by using the projection matrix, and shows facial features of an individual.
- the image processor 34 calculates the component value by projecting the luminance value vector after the processing of step S 13 to the partial space based on the projection matrix data stored in the EEPROM 34 c . Since the component value is calculated from a predetermined number of image data (cf. step S 14 ) in the present embodiment, the component value calculated in step S 30 is comprised of a predetermined number of component values.
- the CPU 31 compares the component value data showing the component value calculated in step S 30 with each of the individual identification data stored in the RAM 33 , to calculate each error (step S 31 ).
- the errors calculated in step S 31 are values showing differences in facial features of persons already registered in the individual identification data register and a person newly captured by the CCD camera 21 .
- this component value data is registered as individual identification data (cf. step S 16 and step S 17 ).
- the data stored as the individual identification data in the individual identification data register is data showing the component value that shows facial features of the registered person, an error obtained by comparison between the component value data and the individual identification data shows a difference in facial features between the registered person and the captured person.
- a distance which is typically used as a valuation formula for matching in the field of pattern recognition, is used as the error.
- similarity may be used as the valuation formula for matching.
- the CPU 31 determines as the minimum error a minimum value out of the respective errors calculated in step S 31 (step S 32 ).
- step S 16 in FIG. 5 the CPU 31 determines whether or not the minimum error determined in step S 15 (step S 32 in FIG. 6 ) is the predetermined threshold value or more.
- the CPU 31 performs individual identification data registration processing in step S 17 .
- the CPU 31 shifts the processing to step S 18 without performing the processing of step S 17 .
- the minimum error (minimum value of the distance) is obtained, and whether or not the minimum error is the predetermined threshold value or more is determined as processing relating to matching.
- the determination that the minimum error is the predetermined threshold value or more denotes the determination that the person being captured by the CCD camera 21 differs from any of the persons already registered in the individual identification data register 10 . Therefore, the individual identification data register 10 is configured to store individual identification data on the person as a new registrant, when determining that the minimum error is the predetermined threshold value or more.
- step S 17 the individual identification data registration processing performed in step S 17 is described using FIG. 7 .
- FIG. 7 is a flowchart showing a subroutine of the individual identification data registration processing.
- the registration flag is a flag which is set at the time when individual identification data is first stored after capturing by the CCD camera 21 has been started upon receipt of a capture start signal in step S 11 (cf. step S 43 ).
- step S 41 When determining that the registration flag has not been set, the CPU 31 executes processing of step S 41 to step S 43 . On the other hand, when determining that the registration flag has not been set, the CPU 31 executes processing of step S 50 to step S 55 .
- step S 41 to step S 43 are described.
- step S 41 the CPU 31 performs processing of generating an individual-identification projection matrix.
- the individual-identification projection matrix is generated from facial images of an individual.
- the CPU 31 performs principal component analysis on a luminance value vector showing a predetermined number of image data after the processing of step S 13 , to calculate the individual-identification projection matrix.
- step S 12 to step S 17 are repeatedly executed until the game is completed in the pachislo gaming machine 100 (cf. step S 18 ); due to this, there is a possibility that the “predetermined number of image data after the processing of step S 13 ” may exist in a plurality of number.
- the “predetermined number of image data after the processing of step S 13 ” for use in calculation of the individual-identification projection matrix in step S 41 is the newest “predetermined number of image data after the processing of step S 13 ” out of the “predetermined number of image data after the processing of step S 13 ” that can exist in a plurality of number.
- the individual-identification projection matrix has been calculated by the principal component analysis in the present embodiment.
- a method for calculating the individual-identification projection matrix is not restricted to principal component analysis.
- it may be configured such that the individual-identification projection matrix is calculated by independent component analysis, or the like.
- the individual-identification projection matrix is generated from facial images of an individual, and shows facial features of the individual.
- the individual-identification projection matrix is the same as the component value at the point of showing facial features of an individual, the ways of expressing the features are different.
- the component value is a vector obtained by projecting a luminance value vector showing image data on an individual to a partial space for describing the facial features of a plurality of persons.
- the individual-identification projection matrix is a projection matrix for projecting a luminance value vector showing image data on an individual to a partial space for describing facial features of the individual.
- the facial features of the individual are shown by two elements, which are the component value and the individual-identification projection matrix.
- the CPU 31 stores into the RAM 33 component value data showing the component value calculated in step S 30 and individual-identification projection matrix data showing the individual-identification projection matrix calculated in step S 41 , as individual identification data (step S 42 ).
- step S 12 to step S 17 are repeatedly executed until the game is ended in the pachislo gaming machine 100 (cf. step S 18 ), and due to this, there is a possibility that the component value may be repeatedly calculated.
- the component value to become the basis of individual identification data that is stored into the RAM 33 is the lastly calculated (the newest) component value.
- step S 42 storage of individual identification data in step S 42 is hereinafter also referred to as “first registration of individual identification data”. This is because there are cases as described later in which, even after storage of individual identification data in step S 42 , new individual identification data may be written over the stored individual identification data and then saved (cf. step S 55 ).
- the CPU 31 sets a registration flag (step S 43 ).
- the registration flag is a flag which is set when individual identification data is first stored after capturing by the CCD camera 21 has started upon receipt of an imaging start signal in step S 11 .
- step S 43 After executing the processing of step S 43 , the CPU 31 terminates the present subroutine.
- step S 41 to step S 43 which is executed when it is determined in step S 40 that the registration flag has not been set, has been described.
- step S 50 to step S 55 which is executed when it is determined in step S 40 that the registration flag has been set, will be described.
- step S 50 the CPU 31 determines whether or not information showing a face has been included in all image data received in step S 12 after the first registration of the individual identification data, namely, after execution of the processing of step S 42 .
- step S 50 is executed based on the result of face detection processing shown in FIG. 8 .
- the face detection processing is described.
- FIG. 8 is a flowchart showing a subroutine of the face detection processing.
- the CPU 31 is configured to execute processing (face detection processing) of determining whether or not information showing the face of a person is included in image data upon each receipt of the image data from the CCD camera 21 , when the registration flag has been set.
- the CPU 31 receives image data from the CCD camera 21 (step S 60 ).
- the CPU 31 determines whether or not the registration flag has been set (step S 61 ). When determining that the registration flag has not been set, the CPU 31 terminates the present subroutine. On the other hand, when determining that the registration flag has been set, the CPU 31 shifts the processing to step S 62 .
- step S 62 the CPU 31 determines whether or not the information showing the face of a person is included in the image data received in step S 60 .
- Examples of such a method may include a method of determining whether or not a region of a specific skin color of a human is included in an image, to perform face detection (e.g. see JP-A 2005-242582). Also in the present embodiment, it is possible to adopt a configuration where information on skin colors of humans is previously stored into the EEPROM 34 c , and the image processor 34 determines whether or not information on the skin color is included in the image data.
- step S 62 When determining in step S 62 that the information showing a face is included, the CPU 31 stores information showing inclusion of the information showing a face, into the RAM 33 (step S 63 ). On the other hand, when determining in step S 62 that the information showing a face is not included, the CPU 31 stores information showing non-inclusion of the information showing a face, into the RAM 33 (step S 64 ). After execution of the processing of step S 63 or S 64 , the CPU 31 terminates the present subroutine.
- Step S 50 in FIG. 7 is executed based on a result of the above face detection processing.
- step S 54 When determining that information showing a face is included in all of the image data received in step S 12 after execution of the processing of step S 42 , the CPU 31 shifts the processing to step S 54 . On the other hand, when determining that there is image data not including the information showing a face therein out of the image data received in step S 12 after executing the processing of step S 42 , the CPU 31 shifts the processing to step S 51 .
- step S 51 the CPU 31 determines whether or not a weight applied to the seat for the player to sit has changed after the first registration of the individual identification data, namely, after execution of the processing of step S 42 .
- the CPU 31 is connected with the seat sensor 101 through the communication I/F 50 .
- the seat sensor 101 is configured by a pressure sensor, and configured to detect a change in weight applied to the seat when the change occurs, and transmits a weight change detection signal through the communication I/F 50 . Therefore, by determining whether or not to have received the signal, the CPU 31 can determine whether or not the weight applied to the seat has changed (perform weight change detection processing).
- the seat sensor 101 when a weight applied to the seat changes, the seat sensor 101 detects the change, and transmits a signal to the CPU 31 .
- the seat sensor may transmit information showing a weight (weigh information) to the CPU of the individual identification data register, and the CPU 31 may detect a change in weight based on the received weight information.
- step S 51 is described using FIG. 9 .
- FIG. 9 is a flowchart showing a subroutine of weight change detection processing.
- the CPU 31 determines whether or not to have received the weight change detection signal from the seat sensor 101 (step S 70 ). When determining that the weight change detection signal has not been received, the CPU 31 returns the processing to step S 70 .
- the CPU 31 determines whether or not the registration flag has been set (step S 71 ). When determining that the registration flag has not been set, the CPU 31 terminates the present subroutine.
- the CPU 31 sets a weight change flag (step S 72 ). Namely, the weight change flag shows receipt of the weight change detection signal after the first registration of the individual identification data.
- step S 72 After executing the processing of step S 72 , the CPU 31 terminates the present subroutine.
- step S 51 in FIG. 7 the CPU 31 specifically performs the following processing.
- step S 51 the CPU 31 determines whether or not the weight change flag has been set so as to determine whether or not the weight applied to the seat has been changed after the processing of step S 42 .
- the CPU 31 shifts the processing to step S 54 .
- the CPU 31 shifts the processing to step S 52 .
- step S 52 the CPU 31 determines whether or not BB or RB is in execution in the pachislo gaming machine 100 .
- BB and RB are hereinafter referred to as “bonus games”.
- BB and RB bonus games correspond to the special games in the present invention.
- the CPU 31 determines whether or not the bonus game has started after the first registration of the individual identification data, namely after execution of the processing of step S 42 (step S 53 ). When determining that the bonus game has started not after execution of the processing of step S 42 , the CPU 31 shifts the processing to step S 54 .
- the CPU 31 When determining that the bonus game has started after execution of the processing of step S 42 , or when determining that the bonus game is not in execution in the pachislo gaming machine, the CPU 31 terminates the present subroutine.
- step S 52 and step S 53 are described in detail using FIG. 10A and FIG. 10B .
- FIG. 10A is a flowchart showing a subroutine of bonus game start setting processing.
- the bonus game start setting processing is processing executed by the CPU 31 when the bonus game starts in the pachislo gaming machine 100 .
- the CPU 31 determines whether or not to have received a bonus game start signal (step S 80 ).
- the bonus game start signal is a signal that is transmitted from the main CPU 141 for gaming machine control when the bonus game starts (cf. step S 330 and step S 340 in FIG. 12A ).
- step S 80 the CPU 31 determines whether or not the registration flag has been set.
- the CPU 31 sets a bonus game flag ( 1 ) (step S 82 ).
- the CPU 31 sets a bonus game flag ( 2 ) (step S 83 ).
- the bonus game flag ( 1 ) includes information showing that the bonus game has started before the time point of the first registration of the individual identification data.
- the bonus game flag ( 2 ) includes information showing that the bonus game has started after the time point of the first registration of the individual identification data.
- step S 82 or step S 83 the CPU 31 terminates the present subroutine.
- FIG. 10B is a flowchart showing a subroutine of bonus game end setting processing.
- the bonus game end setting processing is processing executed by the CPU 31 when the bonus game ends in the pachislo gaming machine 100 .
- the CPU 31 determines whether or not to have received a bonus game end signal (step S 90 ).
- the bonus game end signal is a signal transmitted from the main CPU 141 for gaming machine control when the bonus games (both BB and RB) have ended (cf. step S 351 in FIG. 12B ).
- the CPU 31 When determining that that the bonus game end signal has not been received, the CPU 31 returns the processing to step S 90 . On the other hand, when determining that the bonus game end signal has been received, the CPU 31 clears the bonus game flag ( 1 ) and the bonus game flag ( 2 ) (step S 91 ).
- step S 91 After executing the processing of step S 91 , the CPU 31 terminates the present subroutine.
- the CPU 31 specifically executes the following processing in step S 52 and step S 53 .
- step S 52 the CPU 31 determines whether or not the bonus game flag ( 1 ) or the bonus game flag ( 2 ) has been set.
- the determination by the CPU 31 that the bonus game flag ( 1 ) or the bonus game flag ( 2 ) has been set corresponds to the determination that the bonus game is in execution in the pachislo gaming machine 100 .
- the determination that neither the bonus game flag ( 1 ) nor the bonus game flag ( 2 ) has been set corresponds to the determination that the bonus game is not in execution in the pachislo gaming machine 100 .
- step S 53 the CPU 31 determines whether the bonus game flag ( 1 ) or the bonus game flag ( 2 ) has been set.
- the determination by the CPU 31 that the bonus game flag ( 1 ) has been set corresponds to the determination that the bonus game has started not after execution of the processing of step S 42 .
- the determination by the CPU 31 that the bonus game flag ( 2 ) has been set corresponds to the determination that the bonus game has started after execution of the processing of step S 42 .
- step S 53 When determining in step S 53 that the bonus game has started not after execution of the processing of step S 42 , the CPU 31 performs processing of generating an individual-identification projection matrix (step S 54 ).
- the individual-identification projection matrix has been already described in step S 41 , and hence the description thereof is omitted here.
- the CPU 31 stores, into the RAM 33 , component value data showing the component value calculated in step S 30 and individual-identification projection matrix data showing the individual-identification projection matrix calculated in step S 54 , as new individual identification data, in place of the individual identification data lastly stored out of the individual identification data stored in the RAM 33 in step S 43 or step S 55 (step S 55 ).
- step S 12 to step S 17 are repeatedly executed until the game is ended in the pachislo gaming machine 100 (cf. step S 18 ); due to this, there is a possibility that the component value and the individual-identification projection matrix may be repeatedly calculated.
- step S 55 the component value and the individual-identification projection matrix to become the basis of the individual identification data that is stored in the RAM 33 are the lastly calculated (the newest) component value and individual-identification projection matrix.
- step S 55 the CPU 31 performs processing of writing the latest component value and individual-identification projection matrix and storing the data over the individual identification data (overwrite-save processing).
- step S 55 After performing the processing of step S 55 , the CPU 31 terminates the present subroutine.
- step S 55 is performed when the minimum error is again determined to be the predetermined threshold value or more after the individual identification data has been once registered in step S 42 , and when any one condition out of the following three conditions is satisfied.
- the information showing a face is included in all image data received after the first registration of the individual identification data.
- component value data showing a newly calculated component value is written over the component value data and stored. This is because, the determination that the newly captured person is not any of the persons registered in the individual identification data register in the above state indicates that the newly calculated component value (and individual-identification projection matrix) describes the facial features of the person more accurately than the previously registered component value.
- step S 50 the case of determining that the information showing a face is included in all image data received in step S 12 after execution of the processing of step S 42 (step S 50 : YES)
- step S 51 the case of determining that the weight applied to the seat for the player to sit has not changed after execution of the processing of step S 42 (step S 51 : NO)
- step S 52 YES
- step S 53 NO
- step S 50 it is determined in step S 50 whether or not the information showing a face is included in all of the image data received in step S 12 “after execution of the processing of step S 42 ”, it is determined in step S 51 whether or not the weight applied to the seat for the player to sit has changed “after execution of the processing of step S 42 ”, and it is determined in step S 53 whether or not the bonus game has started “after execution of the processing of step S 42 ”.
- the reference time for these determinations is not restricted to the time point of the processing of step S 42 .
- the time point when capturing of images is lastly performed by the CCD camera 21 before step S 42 may be the reference time for these determinations.
- step S 50 the processing of step S 50 is as follows.
- the CPU 31 determines whether or not the information showing a face is included in all of the image data received in step S 12 after the time point of the last image capturing by the CCD camera 21 before step S 42 .
- step S 17 in FIG. 5 has been described using FIG. 7 .
- step S 18 the CPU 31 determines whether or not to have received a game end signal.
- the game end signal is a signal transmitted from the main CPU 141 for gaming machine control when a predetermined time period has elapsed with the credit in the state of 0, or when a predetermined time period has elapsed with the start lever in the state of not being turned ON (cf. step S 312 and step S 321 in FIG. 11A ).
- the CPU 31 shifts the processing to step S 12 .
- the CPU 31 clears the registration flag (step S 19 ), and clears the weight change flag (step S 20 ).
- the CPU 31 then transmits a capture end signal to the CCD camera 21 (step S 21 ). Upon receipt of this signal, the CCD camera 21 ends capturing of images.
- step S 21 After executing the processing of step S 21 , the CPU 31 terminates the main processing.
- FIG. 11A to FIG. 11C are flowcharts showing a main routine of the game execution processing performed in the main control circuit.
- the main CPU 141 for gaming machine control determines whether or not a request for automatic medal insertion has been made (step S 120 ). It is to be noted that the case where the request for automatic insertion has been made is a case where winning for replay has been established in the previous game.
- the main CPU 141 for gaming machine control automatically inserts medals in number requested (step S 122 ), and transmits a medal insertion command to the sub control circuit 182 (step S 123 ).
- the main CPU 141 for gaming machine control determines whether or not medals have been inserted (step S 300 ). Namely, the main CPU 141 for gaming machine control determines whether or not to have received a detection signal issued by the inserted medal sensor 122 S having detected insertion of medals into the medal insertion slot 122 , or whether or not to have received a detection signal issued from the BET switch (1-BET switch 111 or maximum BET switch 113 ), to determine whether or not medals have been inserted.
- the main CPU 141 for gaming machine control when determining that the detection signal issued from the BET switch (1-BET switch 111 or maximum BET switch 113 ) has been received, the main CPU 141 for gaming machine control performs processing of subtracting the number of credits corresponding to the number of BET medals from the number of credits stored in the RAM 143 .
- the main CPU 141 for gaming machine control transmits a medal detection signal to the CPU 31 of the individual identification data register 10 (step S 301 ).
- the medal detection signal is a signal showing insertion of medals.
- the CPU 31 starts the main processing shown in FIG. 5 , upon receipt of the medal detection signal.
- step S 300 When determining in step S 300 that medals have not been inserted, the main CPU 141 for gaming machine control shifts the processing to step S 310 .
- step S 310 the main CPU 141 for gaming machine control determines whether or not the number of credits stored in the RAM 143 is 0. When determining that the number of credits is not 0, the main CPU 141 for gaming machine control returns the processing to step S 120 . On the other hand, when determining that the number of credits is 0, the main CPU 141 for gaming machine control shifts the processing to step S 311 .
- step S 311 the main CPU 141 for gaming machine control determines whether or not a predetermined time period has elapsed after stopping of rotation of the rotation reels 103 L, 103 C and 103 R. When determining that the predetermined time period has not elapsed, the main CPU 141 for gaming machine control returns the processing to step S 300 . On the other hand, when determining that the predetermined time period has elapsed, the main CPU 141 for gaming machine control shifts the processing to step S 312 .
- step S 312 the main CPU 141 for gaming machine control transmits a game end signal to the CPU 31 of the individual identification data register 10 .
- the game end signal is a signal showing that the game has been ended in the pachislo gaming machine 100 .
- the CPU 31 ends the main processing in FIG. 5 , upon receipt of the game end signal.
- step S 312 After executing the processing of step S 312 , the main CPU 141 for gaming machine control returns the processing to step S 120 .
- the main CPU 141 for gaming machine control determines whether or not the start lever 106 has been operated (step S 124 ). Namely, the main CPU 141 for gaming machine control determines whether or not an input signal has been received from the start switch 106 S.
- step S 124 When determining in step S 124 that the start lever 106 has not been operated, the main CPU 141 for gaming machine control shifts the processing to step S 320 .
- step S 320 the main CPU 141 for gaming machine control determines whether or not a predetermined time period has elapsed since stoppage of the rotation of the rotation reels 103 L, 103 C and 103 R.
- the main CPU 141 for gaming machine control returns the processing to step S 124 .
- the main CPU 141 for gaming machine control shifts the processing to step S 321 .
- step S 321 the main CPU 141 for gaming machine control transmits a game end signal to the CPU 31 of the individual identification data register 10 .
- the game end signal is a signal showing that the game has been ended in the pachislo gaming machine 100 .
- the CPU 31 ends the main processing in FIG. 5 , upon receipt of the game end signal.
- step S 312 After executing the processing of step S 312 , the main CPU 141 for gaming machine control returns the processing to step S 120 .
- step S 125 the main CPU 141 for gaming machine control performs processing relating to a variety of settings.
- a random number is sampled from the random number generator 246 at a timing of operation of the start lever 106 , and lottery processing of generating internal winning combination (winning flag) is conducted based on the sampled random number value and the lottery probability table set in the RAM 143 .
- WIN lamp lighting lottery processing processing relating to selection of stop control table for stopping a rotation reel, processing of initialization for the reel rotation, and the like, are performed, and rotation of the rotation reels 103 ( 103 L, 103 C, 103 R) is started.
- the numbers of drive pulses transmitted to the respective stepping motors 159 L, 159 C and 159 R are counted, and the counted values are stored into the RAM 143 .
- Reset pulses are obtained from the rotation reels 103 L, 103 C and 103 R in each rotation, and these pulses are input into the main CPU 141 for gaming machine control through the reel position detection circuit 160 .
- the counted values of the drive pulses are cleared to “0” in the RAM 143 . In this manner, the count values corresponding to the rotational positions within the range of one rotation of the rotation reels 103 L, 103 C and 103 R are stored in the RAM 143 .
- step S 125 the main CPU 141 for gaming machine control shifts the processing to step S 126 .
- step S 126 the main CPU 141 for gaming machine control sets an effect start command in the RAM 143 .
- This effect start command is a command for starting display of a predetermined effect image to the liquid crystal display 105 , and includes data on the internal winning combination determined in the above lottery processing.
- the effect start command is supplied to the sub control circuit 182 at a predetermined timing.
- step S 126 After executing the processing of step S 126 , the main CPU 141 for gaming machine control shifts the processing to step S 128 .
- step S 128 the main CPU 141 for gaming machine control determines whether or not the stop buttons 107 ( 107 L, 107 C, 107 R) have been “ON”, by the presence or absence of an input signal from the reel stop signal circuit 156 (step S 128 ).
- the main CPU 141 for gaming machine control determines whether or not a value of the automatic stop timer is “0” (step S 129 ).
- the main CPU 141 for gaming machine control returns the processing to step S 128 .
- step S 128 when determining in step S 128 that the stop button 107 has been “ON”, or when determining in step S 129 that the value of the automatic stop timer is “0”, the main CPU 141 for gaming machine control stops rotation of the rotation reel 103 corresponding to the stop button 107 .
- the number of sliding symbols is determined based on a winning request (meaning an internal winning combination), symbol positions (rotational positions of the rotation reel 103 in operation), a stop control table selected and the like (step S 130 ).
- the main CPU 141 for gaming machine control performs processing of rotating and stopping the rotation reel 103 by the number of sliding symbols determined in step S 130 (step S 131 ), and sets a stop request regarding one rotation reel 103 (step S 132 ).
- the main CPU 141 for gaming machine control determines whether or not all of the three rotation reels 103 ( 103 L, 103 C, 103 R) have stopped (step S 135 ). When determining that all of the rotation reels 103 have not stopped, the main CPU 141 for gaming machine control returns the processing to step S 128 . On the other hand, when determining that all of the rotation reels 103 have stopped, the main CPU 141 for gaming machine control performs winning detection (step S 136 ). At this time, the winning symbol-combination table stored in the ROM 142 , or the like, is referenced. Further, the main CPU 141 for gaming machine control may determine whether or not the winning flag is normal, and may display an illegal error and discontinue the processing when determining that the flag is not normal.
- This end effect command is a command for displaying an effect image of the game-end time according to a game result, and includes data regarding a result of winning detection in step S 136 .
- the end effect command is supplied to the sub control circuit 182 at a predetermined timing.
- the main CPU 141 for gaming machine control determines whether or not medals are to be paid out, namely the presence or absence of the number of medals for winning (step S 138 ).
- the main CPU 141 for gaming machine control When determining that medals are to be paid out, the main CPU 141 for gaming machine control accumulates or pays out medals in number according to the gaming state and the winning combination (step S 139 ). In the case of accumulating medals, the main CPU 141 for gaming machine control performs processing of adding the number of medals to the number of credits stored in the RAM 143 . On the other hand, in the case of paying out medals, the main CPU 141 for gaming machine control transmits a payout command signal to the hopper drive circuit 151 , to pay out a predetermined number of medals from the hopper 150 .
- the medal detecting portion 150 S counts the number of medals paid out from the hopper 150 , and when the counted value reaches a specified number, a medal payout completion signal is input to the main CPU 141 for gaming machine control. Thereby, the main CPU 141 for gaming machine control stops driving of the hopper 150 through the hopper drive circuit 151 , and completes the medal payout processing.
- the main CPU 141 for gaming machine control determines whether or not RB has been won (step S 140 ).
- the main CPU 141 for gaming machine control performs processing relating to setting of RB (step S 141 ).
- the main CPU 141 for gaming machine control performs processing relating to setting of a lottery probability table for RB and a winning symbol-combination table for RB.
- the main CPU 141 for gaming machine control starts counting of the number of times of RB game winnings, and the like, and starts processing of displaying the count value to the number-of-actuated-combinations display portion 120 .
- the main CPU 141 for gaming machine control shifts the processing to step S 142 .
- step S 142 the main CPU 141 for gaming machine control sets an RB setting command in the RAM 143 .
- the RB setting command is a command for displaying the effect image for RB as the screen image to the liquid crystal display 105 , and is supplied to the sub control circuit 182 at a predetermined timing.
- step S 140 When determining in step S 140 that RB has not been won, or when executing processing of step S 142 , the main CPU 141 for gaming machine control determines whether or not BB has been won (step S 143 ). When determining that BB has been won, the main CPU 141 for gaming machine control performs processing relating to setting of BB (step S 144 ). In this step S 144 , the main CPU 141 for gaming machine control performs processing relating to setting of a lottery probability table for BB, a winning symbol-combination table for BB, and the like.
- step S 144 the main CPU 141 for gaming machine control starts counting of the number of times of BB games played, display of the counted value to the number-of-actuated-combinations display portion 120 , counting of the number of paid-out medals, and the like. Thereafter, the main CPU 141 for gaming machine control shifts the processing to step S 145 .
- step S 145 the main CPU 141 for gaming machine control sets a BB setting command in the RAM 143 .
- the BB setting command is a command for displaying the effect image for BB as the screen image, to the liquid crystal display 105 , and is supplied to the sub control circuit 182 at a predetermined timing.
- step S 146 the main CPU 141 for gaming machine control determines whether or not RB has been ended.
- step S 147 the main CPU 141 for gaming machine control performs processing relating to canceling of setting of RB (step S 147 ).
- step S 147 the main CPU 141 for gaming machine control performs processing relating to a change in setting from the lottery probability table for RB, the winning symbol-combination table for RB, and the like, which have been set in step S 141 , to the lottery probability table for use in a normal gaming state (other than RB or BB).
- step S 148 the main CPU 141 for gaming machine control shifts the processing to step S 148 .
- step S 148 the main CPU 141 for gaming machine control sets an RB cancel command in the RAM 143 .
- the RB cancel command is a command for stopping the effect image for RB as the screen image, and displaying a normal (other than PB or BB) effect image to the liquid crystal display 105 .
- the RB cancel command is supplied to the sub control circuit 182 at a predetermined timing.
- step S 149 the main CPU 141 for gaming machine control determines whether or not BB has been ended.
- step S 150 the main CPU 141 for gaming machine control performs processing relating to a change in setting from the lottery for BB and the lottery probability table for BB, the winning symbol-combination table for BB, and the like, which have been set in step S 144 , to the lottery probability table for use in the normal gaming state (other than RB or BB).
- step S 151 the main CPU 141 for gaming machine control shifts the processing to step S 151 .
- step S 151 the main CPU 141 for gaming machine control sets a BB cancel command in the RAM 143 .
- the BB cancel command is a command for stopping the effect image for BB as the screen image, and displaying a normal (other than PB or BB) effect image to the liquid crystal display 105 .
- the BB cancel command is supplied to the sub control circuit 182 at a predetermined timing.
- step S 149 When determining in step S 149 that the BB has not been ended, or when executing the processing of step S 151 , the main CPU 141 for gaming machine control terminates the present subroutine.
- FIG. 12 is a flowchart showing a subroutine of command receiving processing performed in the sub control circuit.
- step S 200 the sub CPU 306 for gaming machine control determines whether or not to have received an effect start command.
- the sub CPU 306 for gaming machine control shifts the processing to step S 210 .
- the sub CPU 306 for gaming machine control selects an effect pattern corresponding to the command, out of a plurality of types of effect patterns stored in the program ROM 308 .
- the effect patterns include a variety of data of displaying an effect image to the liquid crystal display 105 , such as the types of effect images and display periods thereof and the like.
- the sub CPU 306 for gaming machine control selects an effect pattern for displaying an effect image of the normal time.
- the sub CPU 306 for gaming machine control selects an effect pattern for displaying an effect image in execution of RB.
- the sub CPU 306 for gaming machine control selects an effect pattern for displaying an effect image in execution of BB.
- step S 202 the sub CPU 306 for gaming machine control supplies the display-control circuit 350 with data showing the effect pattern.
- step S 210 the sub CPU 306 for gaming machine control determines whether or not to have received an end effect command.
- the sub CPU 306 for gaming machine control shifts the processing to step S 220 .
- step S 211 the sub CPU 306 for gaming machine control selects an end effect pattern corresponding to the command, out of a plurality of types of end effect patterns stored in the program ROM 308 .
- the end effect patterns include a variety of data for displaying an effect image to the liquid crystal display 105 , such as the types of effect images and display periods thereof. For example, when BB is won, the sub CPU 306 for gaming machine control selects an end effect pattern for displaying an effect image of the BB winning time. Further, when a small combination is won, the sub CPU 306 for gaming machine control selects an end effect pattern for displaying an effect image of the small combination winning time.
- step S 212 the sub CPU 306 for gaming machine control supplies the display-control circuit 350 with data showing the end effect pattern.
- step S 220 the sub CPU 306 for gaming machine control determines whether or not to have received an RB setting command.
- the sub CPU 306 for gaming machine control shifts the processing to step S 230 .
- the sub CPU 306 for gaming machine control sets an RB flag in step S 221 .
- the RB flag is a flag that is set at start of RB and cleared at end of RB.
- the sub CPU 306 for gaming machine control then transmits a bonus game start signal to the CPU 31 of the individual identification data register 10 (step S 330 ).
- the bonus game start signal is a signal showing that the bonus game has started.
- step S 330 After executing the processing of step S 330 , the sub CPU 306 for gaming machine control shifts the processing to step S 230 .
- step S 230 the sub CPU 306 for gaming machine control determines whether or not to have received a BB setting command.
- the sub CPU 306 for gaming machine control shifts the processing to step S 240 .
- the sub CPU 306 for gaming machine control sets a BB flag in step S 231 .
- the BB flag is a flag that is set at start of BB and cleared at end of BB.
- the sub CPU 306 for gaming machine control then transmits a bonus game start signal to the CPU 31 of the individual identification data register 10 (step S 340 ).
- step S 340 After executing the processing of step S 340 , the sub CPU 306 for gaming machine control shifts the processing to step S 240 .
- step S 230 When determining in step S 230 that the BB setting command has not been received, or when executing the processing of step S 340 , the sub CPU 306 for gaming machine control determines whether or not to have received the RB cancel command (step S 240 ). When determining that the RB cancel command has been received, the sub CPU 306 for gaming machine control clears the RB flag (step S 241 ).
- step S 250 the sub CPU 306 for gaming machine control determines whether or not the BB cancel command has been received.
- the sub CPU 306 for gaming machine control clears the BB flag (step S 251 ).
- the sub CPU 306 for gaming machine control determines whether or not both the BB flag and the RB flag have been cleared (step S 350 ). When determining that both the BB flag and the RB flag have been cleared, the sub CPU 306 for gaming machine control transmits a bonus game end signal to the CPU 31 of the individual identification data register (step S 351 ).
- the bonus game end signal is a signal showing that the bonus game has been ended.
- step S 351 After executing the processing of step S 351 or when determining in step S 350 that at least either the BB flag or the RB flag has been set, the sub CPU 306 for gaming machine control terminates the present subroutine.
- individual identification data register 10 of the present embodiment when it is determined that a person being captured by the CCD camera 21 is not any of the previously registered persons, individual identification data showing facial features of the person being captured is newly registered. Namely, according to the individual identification data register 10 of the present embodiment, individual identification data can be registered simultaneously with performance of recognition.
- some processing e.g. unlocking
- special processing is not performed when it is determined that the person being captured by the CCD camera 21 is not any of the previously registered persons.
- individual identification data register 10 of the present embodiment when it is determined that the person being captured by the CCD camera 21 is not the previously registered person, individual identification data is newly registered.
- a plurality of component values are calculated based on a plurality of image data.
- the individual identification data register 10 of the present embodiment when it is determined that the individual identification data showing a component value with an error being smaller than the predetermined threshold value is not stored in the storage device, a individual-identification projection matrix is generated based on the image data showing the face of the person obtained by the CCD camera 21 . Then, individual-identification projection matrix data showing the individual-identification projection matrix is registered along with the component value data, as individual identification data.
- the individual-identification projection matrix shows the facial features of a person as does the component value, but is different from the component value. Therefore, the registered individual identification data precisely shows the facial features of the person since the individual identification data to be registered includes two types of information, which are the component value and the individual-identification projection matrix.
- the individual identification data register 10 of the present embodiment when it is determined that the individual identification data showing a component value with an error being the predetermined threshold value or more is not stored in the storage device even though it is determined again that the person being captured by the CCD camera 21 remains unchanged after the individual identification data on some person has been once registered, new individual identification data is overwrite-saved.
- the individual identification data register 10 of the present embodiment it is determined that persons being captured by the CCD camera 21 from the time point when individual identification data on some person has been once registered to the current time point are the same person, when it is determined that all of the image data obtained by the CCD camera 21 include information showing the face of the person during that time period.
- the possibility is high that the same person continuously exists within the capture range during the time, when it is not determined that the image data does not include information on the face of the person. Accordingly, based on this determination, the processing of overwrite-save can be performed.
- a weight applied to a seat for the person captured by the CCD camera 21 to sit is measured, and based on the measured weight, it is determined whether or not persons being captured by the CCD camera 21 from the time point when individual identification data on some person has been once registered to the current time point are the same person.
- the weight applied to the seat remains unchanged, or in some other case, both possibilities that the person has left the seat and that another person has sat in the seat are low. Therefore, in such a case, it can be determined that the person being captured by the CCD camera 21 remains unchanged, and the processing of overwrite-save can be conducted.
- the individual identification data register 10 of the present embodiment is adjunctively installed in the pachislo gaming machine 100 . It is determined that persons being captured by the CCD camera 21 from the time point when a bonus game started to the current time point are the same person, when the bonus game, which is a game relatively advantageous for a player, is executed as a game to be executed in the pachislo gaming machine 100 . During execution of the bonus game, the possibility that the player leaves the place is low. Therefore, in such a case, it can be determined that the person being captured by the CCD camera 21 remains unchanged, and the above processing of overwrite-save can be conducted.
- the pachislo gaming machine 100 including the individual identification data register 10
- individual identification data on the player is registered. It is therefore possible to count the number of players who have played a game in the pachislo gaming machine 100 .
- Such information showing the number of players is applicable, for example to marketing information and the like, and highly useful. It is possible to obtain such useful information by adjunctively installing the individual identification data register 10 to the pachislo gaming machine 100 .
- a player who plays a game in a gaming machine such as a pachislo gaming machine typically has specific game preferences.
- a gaming machine capable of providing each player with a game meeting his or her preferences is extremely attractive.
- Such a gaming machine can also be provided, for example, by a method of making the player input player information for an ID card or the like.
- the individual identification data register may, for example, be configured as follows.
- the individual identification data register stores information showing game preferences of the player in a game and an effect image relating to the game (preference information) is stored in association with the individual identification data.
- a signal showing the preference information corresponding to the individual identification data on the player is transmitted to the gaming machine.
- the gaming machine executes a game corresponding to the preferences of the player.
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Abstract
Description
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JP2007151961A JP4986720B2 (en) | 2007-06-07 | 2007-06-07 | Personal identification data registration device |
JP2007-151961 | 2007-06-07 |
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WO2014094284A1 (en) * | 2012-12-20 | 2014-06-26 | Thomson Licensing | Learning an adaptive threshold and correcting tracking error for face registration |
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TWI475885B (en) * | 2008-11-10 | 2015-03-01 | Wistron Corp | Control method for backlight module and application thereof |
US8113942B2 (en) | 2008-11-11 | 2012-02-14 | Igt | Gaming system and method having a bonus sequence with available symbols determined in a base game |
JP2014106851A (en) | 2012-11-29 | 2014-06-09 | Fujitsu Ltd | Information processor, information processing method and program |
CN111492413A (en) * | 2017-06-19 | 2020-08-04 | 经济网络公司 | Machine learning of gambling behaviour |
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US20080304717A1 (en) | 2008-12-11 |
JP2008305191A (en) | 2008-12-18 |
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